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-   -   Silent Seas AAR (http://forum.shrapnelgames.com/showthread.php?t=29943)

st.patrik September 11th, 2006 02:37 PM

Re: Silent Seas AAR
 
1 Attachment(s)
turn 59
Success! Vanheim's army was tough, but Kailasa proved stronger! Here is a shot of the 2 armies facing each other:

http://www.shrapnelcommunity.com/thr...-59battle1.jpg

Vanheim had 271 troops altogether, many of them Van Huskarls and Hirdmen. These were tough adversaries, because of their glamour ability, which gives a mirror image effect, making them harder to hit. In addition, they have very high defence (15 and 19 respectively). Vanheim also had 11 commanders, many of them dwarves. Thankfully Vanheim appears to not have researched powerful attack spells, so his magical offense was limited to the spell 'Flying Shards', which is not as effective as the 'Blade Wind' that I was casting (although it cost me many troops' lives).

http://www.shrapnelcommunity.com/thr...3-59battle.jpg

I killed all but 31 of Vanheim's troops (that would be 240 killed), and 5 of his commanders. My losses were 59 Yavanas and 11 Bandar. None of my commanders were harmed.

Furthermore, it would appear that T'ien Ch'i's city wall has been breached, and so I have the opportunity to lead a team of warriors into the city and take it. Needless to say I will be doing just that.

In other news my researchers discovered a new battlefield incantation, which makes all celestial dancers move quickly.

http://www.shrapnelcommunity.com/thr...9celestial.jpg

I'm not entirely sure if that includes just Apsaras, Gandharvas, and Yakshas, or if Yavanas qualify as 'celestial dancers' too. If so this would be pretty powerful. I will be doing a field test as soon as I can get it together. Even if it doesn't affect Yavanas, Gandharvas will become powerhouses with this in place.

Balastha is almost fully equipped for battle. Next turn he will lead a contingent down to the front. I am tasking my researchers on finding an enchantment that will protect my troops from missiles. I believe Balastha would be able to cast such a spell, should it become available.

The other noteworthy thing that occured this month is that one of my Yakshas, casting site-searching spells, found a magical site called the Castle Arcanum, which, in addition to providing some magical gems, allows recruitment of both Wizards and Warrior Mages. I am recruiting a Wizard, in hope that he will be skilled in fire magic - a path none of my mages are skilled in.

JaydedOne September 11th, 2006 03:20 PM

Re: Silent Seas AAR
 
I think I got most excited by the topmost shot that shows the size of the armies. The thought of what some of the more epic clashes in Dom3 must look like fills me with a lot of anticipation for release. Very exciting.

And Celestial Music is hot. http://forum.shrapnelgames.com/images/smilies/happy.gif

Nerfix September 11th, 2006 03:47 PM

Re: Silent Seas AAR
 
Cool stuff. Good going. The power of Vanheim is broken, at least for a while. Let's hope the Titan doesn't become too problematic.

And boy! It was a big battle!

And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...

Endoperez September 11th, 2006 04:20 PM

Re: Silent Seas AAR
 
Quote:

Nerfix said:And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...

You are talking about this, right?

4th june
* New spells (most of them national): Summon Spectral Infantry, Tempering the Will, Stand Firm, Celestial Chastisement, End of Culture, End of Weakness, Arcane Bolt, Conflagration, Hydrophobia, Inner Furnace, Celestial Music.


I think I know three of those spells.

Nerfix September 11th, 2006 04:21 PM

Re: Silent Seas AAR
 
Quote:

Endoperez said:
Quote:

Nerfix said:And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...

You are talking about this, right?

4th june
* New spells (most of them national): Summon Spectral Infantry, Tempering the Will, Stand Firm, Celestial Chastisement, End of Culture, End of Weakness, Arcane Bolt, Conflagration, Hydrophobia, Inner Furnace, Celestial Music.


I think I know three of those spells.

Yes, them, including the highly mysterious "End of Culture".

JaydedOne September 11th, 2006 04:24 PM

Re: Silent Seas AAR
 
Must...wait...until...October...Cannot...let...hea d...explode...

DominionsFan September 11th, 2006 05:22 PM

Re: Silent Seas AAR
 
Quote:

JaydedOne said:
Must...wait...until...October...Cannot...let...hea d...explode...

Hehehe, I feel your pain. I guess when I get the game.. I will play all night long that day. http://forum.shrapnelgames.com/image...es/biggrin.gif
School, training, girlfriend...everything will be seconday on that day. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Nerfix September 12th, 2006 04:58 AM

Re: Silent Seas AAR
 
Ahh don't worry guys, only 3-4 weeks.

...

http://forum.shrapnelgames.com/images/smilies/frown.gif

st.patrik September 12th, 2006 03:21 PM

Re: Silent Seas AAR
 
1 Attachment(s)
Turn 60
Success once again! My brave warriors stormed the gate of T'ien Ch'i's fortified city and slew his warriors. The pathetic creature that these barbarians call a god I killed while he was running away from my invincible armies!

http://www.shrapnelcommunity.com/thr...947-60jade.jpg

I am raising a temple to myself in the ruins of T'ien Ch'i's shrine to the false god, the so-called 'Jade Emperor'.

Now I have conquered the capitals of two of my foes. I will consolidate my power over T'ien Ch'i and then crush Vanheim also.

Speaking of Vanheim, they led a somewhat serious assault on the pass over the mountains, which my forces hold. It was a close thing, but with many losses I was able to hold the pass.

Balastha the Devata is finally ready to assault my enemies:

http://www.shrapnelcommunity.com/thr...7-60devata.jpg

I'm not exactly sure how many attacks he ought to be getting in one round, but it should be a lot, especially once he is blessed. Each sword of swiftness gives 2 attacks, plus the Demon Whip and kick gives 6 attacks, and then the boots of quickness should double that, and on top of that the water 9 blessing.

Defence of 33 (+4 when blessed) should make him pretty much impossible to hit in melee. Missile weapons should pose no problem either. Magical attacks may succeed against him, especially elemental attacks since he does not have resistances, but I am hoping that my opponents are not smart enough to take advantage of this vulnerability.

JaydedOne September 12th, 2006 03:32 PM

Re: Silent Seas AAR
 
This shows my level of ignorance regarding the game, but do quickness effects stack? How exactly do they work -- is it added attacks per strike, reduced time between attacks, some other formula? If so, does quickness act as a multiplier or an additive for purposes of stacking?

Someone break it down for me?


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